2 #define NEW_FVI_STUFF 1
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45 extern int Physics_cheat_flag;
47 #define face_type_num(nfaces,face_num,tri_edge) ((nfaces==1)?0:(tri_edge*2 + face_num))
51 //find the point on the specified plane where the line intersects
52 //returns true if point found, false if line parallel to plane
53 //new_pnt is the found point on the plane
54 //plane_pnt & plane_norm describe the plane
55 //p0 & p1 are the ends of the line
56 int find_plane_line_intersection(vms_vector *new_pnt,vms_vector *plane_pnt,vms_vector *plane_norm,vms_vector *p0,vms_vector *p1,fix rad)
62 vm_vec_sub(&w,p0,plane_pnt);
64 num = vm_vec_dot(plane_norm,&w);
65 den = -vm_vec_dot(plane_norm,&d);
67 //Why does this assert hit so often
68 // Assert(num > -rad);
70 num -= rad; //move point out by rad
72 //check for various bad values
74 if ( (den==0) || //moving parallel to wall, so can't hit it
76 ( (num>den) || //frac greater than one
77 (-num>>15)>=den)) || //will overflow (large negative)
78 (den<0 && num<den)) //frac greater than one
81 //if (num>0) {mprintf(1,"HEY! num>0 in FVI!!!"); return 0;}
83 // Assert(num >= den);
85 //do check for potenial overflow
89 if (labs(num)/(f1_0/2) >= labs(den)) {Int3(); return 0;}
92 Assert(k<=f1_0); //should be trapped above
95 if (oflow_check(d.x,k) || oflow_check(d.y,k) || oflow_check(d.z,k)) return 0;
96 //Note: it is ok for k to be greater than 1, since this might mean
97 //that an object with a non-zero radius that moved from p0 to p1
98 //actually hit the wall on the "other side" of p0.
101 vm_vec_scale2(&d,num,den);
103 vm_vec_add(new_pnt,p0,&d);
105 //we should have vm_vec_scale2_add2()
111 typedef struct vec2d {
115 //given largest componant of normal, return i & j
116 //if largest componant is negative, swap i & j
117 int ij_table[3][2] = {
118 {2,1}, //pos x biggest
119 {0,2}, //pos y biggest
120 {1,0}, //pos z biggest
124 #define IT_NONE 0 //doesn't touch face at all
125 #define IT_FACE 1 //touches face
126 #define IT_EDGE 2 //touches edge of face
127 #define IT_POINT 3 //touches vertex
129 //see if a point in inside a face by projecting into 2d
130 uint check_point_to_face(vms_vector *checkp, side *s,int facenum,int nv,int *vertex_list)
132 vms_vector_array *checkp_array;
133 vms_vector_array norm;
140 vms_vector_array *v0,*v1;
143 get_side_normal(sp, s-sp->sides, facenum, (vms_vector *)&norm );
145 memcpy( &norm, &s->normals[facenum], sizeof(vms_vector_array));
147 checkp_array = (vms_vector_array *)checkp;
149 //now do 2d check to see if point is in side
151 //project polygon onto plane by finding largest component of normal
152 t.x = labs(norm.xyz[0]); t.y = labs(norm.xyz[1]); t.z = labs(norm.xyz[2]);
154 if (t.x > t.y) if (t.x > t.z) biggest=0; else biggest=2;
155 else if (t.y > t.z) biggest=1; else biggest=2;
157 if (norm.xyz[biggest] > 0) {
158 i = ij_table[biggest][0];
159 j = ij_table[biggest][1];
162 i = ij_table[biggest][1];
163 j = ij_table[biggest][0];
166 //now do the 2d problem in the i,j plane
168 check_i = checkp_array->xyz[i];
169 check_j = checkp_array->xyz[j];
171 for (edge=edgemask=0;edge<nv;edge++) {
172 vec2d edgevec,checkvec;
175 v0 = (vms_vector_array *)&Vertices[vertex_list[facenum*3+edge]];
176 v1 = (vms_vector_array *)&Vertices[vertex_list[facenum*3+((edge+1)%nv)]];
178 edgevec.i = v1->xyz[i] - v0->xyz[i];
179 edgevec.j = v1->xyz[j] - v0->xyz[j];
181 checkvec.i = check_i - v0->xyz[i];
182 checkvec.j = check_j - v0->xyz[j];
184 d = fixmul(checkvec.i,edgevec.j) - fixmul(checkvec.j,edgevec.i);
186 if (d < 0) //we are outside of triangle
187 edgemask |= (1<<edge);
195 //check if a sphere intersects a face
196 int check_sphere_to_face(vms_vector *pnt, side *s,int facenum,int nv,fix rad,int *vertex_list)
198 vms_vector checkp=*pnt;
201 //now do 2d check to see if point is in side
203 edgemask = check_point_to_face(pnt,s,facenum,nv,vertex_list);
205 //we've gone through all the sides, are we inside?
210 vms_vector edgevec,checkvec; //this time, real 3d vectors
211 vms_vector closest_point;
217 //get verts for edge we're behind
219 for (edgenum=0;!(edgemask&1);(edgemask>>=1),edgenum++);
221 v0 = &Vertices[vertex_list[facenum*3+edgenum]];
222 v1 = &Vertices[vertex_list[facenum*3+((edgenum+1)%nv)]];
224 //check if we are touching an edge or point
226 vm_vec_sub(&checkvec,&checkp,v0);
227 edgelen = vm_vec_normalized_dir(&edgevec,v1,v0);
229 //find point dist from planes of ends of edge
231 d = vm_vec_dot(&edgevec,&checkvec);
233 if (d+rad < 0) return IT_NONE; //too far behind start point
235 if (d-rad > edgelen) return IT_NONE; //too far part end point
237 //find closest point on edge to check point
241 if (d < 0) closest_point = *v0;
242 else if (d > edgelen) closest_point = *v1;
246 //vm_vec_scale(&edgevec,d);
247 //vm_vec_add(&closest_point,v0,&edgevec);
249 vm_vec_scale_add(&closest_point,v0,&edgevec,d);
252 dist = vm_vec_dist(&checkp,&closest_point);
255 return (itype==IT_POINT)?IT_NONE:itype;
263 //returns true if line intersects with face. fills in newp with intersection
264 //point on plane, whether or not line intersects side
265 //facenum determines which of four possible faces we have
266 //note: the seg parm is temporary, until the face itself has a point field
267 int check_line_to_face(vms_vector *newp,vms_vector *p0,vms_vector *p1,segment *seg,int side,int facenum,int nv,fix rad)
271 struct side *s=&seg->sides[side];
278 get_side_normal(seg, side, facenum, &norm );
280 norm = seg->sides[side].normals[facenum];
283 if ((seg-Segments)==-1)
284 Error("segnum == -1 in check_line_to_face()");
286 create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side);
288 //use lowest point number
290 vertnum = min(vertex_list[0],vertex_list[2]);
294 vertnum = vertex_list[0];
296 if (vertex_list[i] < vertnum)
297 vertnum = vertex_list[i];
300 pli = find_plane_line_intersection(newp,&Vertices[vertnum],&norm,p0,p1,rad);
302 if (!pli) return IT_NONE;
306 //if rad != 0, project the point down onto the plane of the polygon
309 vm_vec_scale_add2(&checkp,&norm,-rad);
311 return check_sphere_to_face(&checkp,s,facenum,nv,rad,vertex_list);
315 //returns the value of a determinant
316 fix calc_det_value(vms_matrix *det)
318 return fixmul(det->rvec.x,fixmul(det->uvec.y,det->fvec.z)) -
319 fixmul(det->rvec.x,fixmul(det->uvec.z,det->fvec.y)) -
320 fixmul(det->rvec.y,fixmul(det->uvec.x,det->fvec.z)) +
321 fixmul(det->rvec.y,fixmul(det->uvec.z,det->fvec.x)) +
322 fixmul(det->rvec.z,fixmul(det->uvec.x,det->fvec.y)) -
323 fixmul(det->rvec.z,fixmul(det->uvec.y,det->fvec.x));
326 //computes the parameters of closest approach of two lines
327 //fill in two parameters, t0 & t1. returns 0 if lines are parallel, else 1
328 int check_line_to_line(fix *t1,fix *t2,vms_vector *p1,vms_vector *v1,vms_vector *p2,vms_vector *v2)
331 fix d,cross_mag2; //mag squared cross product
333 vm_vec_sub(&det.rvec,p2,p1);
334 vm_vec_cross(&det.fvec,v1,v2);
335 cross_mag2 = vm_vec_dot(&det.fvec,&det.fvec);
338 return 0; //lines are parallel
341 d = calc_det_value(&det);
342 if (oflow_check(d,cross_mag2))
345 *t1 = fixdiv(d,cross_mag2);
348 d = calc_det_value(&det);
349 if (oflow_check(d,cross_mag2))
352 *t2 = fixdiv(d,cross_mag2);
354 return 1; //found point
358 int disable_new_fvi_stuff=0;
360 #define disable_new_fvi_stuff 1
363 //this version is for when the start and end positions both poke through
364 //the plane of a side. In this case, we must do checks against the edge
366 int special_check_line_to_face(vms_vector *newp,vms_vector *p0,vms_vector *p1,segment *seg,int side,int facenum,int nv,fix rad)
369 fix edge_t,move_t,edge_t2,move_t2,closest_dist;
370 fix edge_len,move_len;
372 int num_faces,edgenum;
374 vms_vector *edge_v0,*edge_v1,edge_vec;
375 struct side *s=&seg->sides[side];
376 vms_vector closest_point_edge,closest_point_move;
378 if (disable_new_fvi_stuff)
379 return check_line_to_face(newp,p0,p1,seg,side,facenum,nv,rad);
381 //calc some basic stuff
383 if ((seg-Segments)==-1)
384 Error("segnum == -1 in special_check_line_to_face()");
386 create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side);
387 vm_vec_sub(&move_vec,p1,p0);
389 //figure out which edge(s) to check against
391 edgemask = check_point_to_face(p0,s,facenum,nv,vertex_list);
394 return check_line_to_face(newp,p0,p1,seg,side,facenum,nv,rad);
396 for (edgenum=0;!(edgemask&1);edgemask>>=1,edgenum++);
398 edge_v0 = &Vertices[vertex_list[facenum*3+edgenum]];
399 edge_v1 = &Vertices[vertex_list[facenum*3+((edgenum+1)%nv)]];
401 vm_vec_sub(&edge_vec,edge_v1,edge_v0);
403 //is the start point already touching the edge?
407 //first, find point of closest approach of vec & edge
409 edge_len = vm_vec_normalize(&edge_vec);
410 move_len = vm_vec_normalize(&move_vec);
412 check_line_to_line(&edge_t,&move_t,edge_v0,&edge_vec,p0,&move_vec);
414 //make sure t values are in valid range
416 if (move_t<0 || move_t>move_len+rad)
419 if (move_t > move_len)
424 if (edge_t < 0) //saturate at points
429 if (edge_t2 > edge_len) //saturate at points
432 //now, edge_t & move_t determine closest points. calculate the points.
434 vm_vec_scale_add(&closest_point_edge,edge_v0,&edge_vec,edge_t2);
435 vm_vec_scale_add(&closest_point_move,p0,&move_vec,move_t2);
437 //find dist between closest points
439 closest_dist = vm_vec_dist(&closest_point_edge,&closest_point_move);
441 //could we hit with this dist?
443 //note massive tolerance here
444 // if (closest_dist < (rad*18)/20) { //we hit. figure out where
445 if (closest_dist < (rad*15)/20) { //we hit. figure out where
447 //now figure out where we hit
449 vm_vec_scale_add(newp,p0,&move_vec,move_t-rad);
455 return IT_NONE; //no hit
459 //maybe this routine should just return the distance and let the caller
460 //decide it it's close enough to hit
461 //determine if and where a vector intersects with a sphere
462 //vector defined by p0,p1
463 //returns dist if intersects, and fills in intp
465 int check_vector_to_sphere_1(vms_vector *intp,vms_vector *p0,vms_vector *p1,vms_vector *sphere_pos,fix sphere_rad)
467 vms_vector d,dn,w,closest_point;
468 fix mag_d,dist,w_dist,int_dist;
470 //this routine could be optimized if it's taking too much time!
472 vm_vec_sub(&d,p1,p0);
473 vm_vec_sub(&w,sphere_pos,p0);
475 mag_d = vm_vec_copy_normalize(&dn,&d);
478 int_dist = vm_vec_mag(&w);
480 return (int_dist<sphere_rad)?int_dist:0;
483 w_dist = vm_vec_dot(&dn,&w);
485 if (w_dist < 0) //moving away from object
488 if (w_dist > mag_d+sphere_rad)
489 return 0; //cannot hit
491 vm_vec_scale_add(&closest_point,p0,&dn,w_dist);
493 dist = vm_vec_dist(&closest_point,sphere_pos);
495 if (dist < sphere_rad) {
496 fix dist2,rad2,shorten;
498 dist2 = fixmul(dist,dist);
499 rad2 = fixmul(sphere_rad,sphere_rad);
501 shorten = fix_sqrt(rad2 - dist2);
503 int_dist = w_dist-shorten;
505 if (int_dist > mag_d || int_dist < 0) {
506 //past one or the other end of vector, which means we're inside
508 *intp = *p0; //don't move at all
512 vm_vec_scale_add(intp,p0,&dn,int_dist); //calc intersection point
515 // fix dd = vm_vec_dist(intp,sphere_pos);
516 // Assert(dd == sphere_rad);
517 // mprintf(0,"dd=%x, rad=%x, delta=%x\n",dd,sphere_rad,dd-sphere_rad);
528 //$$fix get_sphere_int_dist(vms_vector *w,fix dist,fix rad);
530 //$$#pragma aux get_sphere_int_dist parm [esi] [ebx] [ecx] value [eax] modify exact [eax ebx ecx edx] = \
543 //$$ "call quad_sqrt" \
550 //$$ "mov eax,[esi]" \
554 //$$ "mov eax,4[esi]" \
558 //$$ "mov eax,8[esi]" \
569 //$$ "call quad_sqrt" \
575 //$$//determine if and where a vector intersects with a sphere
576 //$$//vector defined by p0,p1
577 //$$//returns dist if intersects, and fills in intp. if no intersect, return 0
578 //$$fix check_vector_to_sphere_2(vms_vector *intp,vms_vector *p0,vms_vector *p1,vms_vector *sphere_pos,fix sphere_rad)
580 //$$ vms_vector d,w,c;
581 //$$ fix mag_d,dist,mag_c,mag_w;
582 //$$ vms_vector wn,dn;
584 //$$ vm_vec_sub(&d,p1,p0);
585 //$$ vm_vec_sub(&w,sphere_pos,p0);
587 //$$ //wn = w; mag_w = vm_vec_normalize(&wn);
588 //$$ //dn = d; mag_d = vm_vec_normalize(&dn);
590 //$$ mag_w = vm_vec_copy_normalize(&wn,&w);
591 //$$ mag_d = vm_vec_copy_normalize(&dn,&d);
593 //$$ //vm_vec_cross(&c,&w,&d);
594 //$$ vm_vec_cross(&c,&wn,&dn);
596 //$$ mag_c = vm_vec_mag(&c);
597 //$$ //mag_d = vm_vec_mag(&d);
599 //$$ //dist = fixdiv(mag_c,mag_d);
601 //$$dist = fixmul(mag_c,mag_w);
603 //$$ if (dist < sphere_rad) { //we intersect. find point of intersection
604 //$$ fix int_dist; //length of vector to intersection point
605 //$$ fix k; //portion of p0p1 we want
606 //$$//@@ fix dist2,rad2,shorten,mag_w2;
608 //$$//@@ mag_w2 = vm_vec_dot(&w,&w); //the square of the magnitude
609 //$$//@@ //WHAT ABOUT OVERFLOW???
610 //$$//@@ dist2 = fixmul(dist,dist);
611 //$$//@@ rad2 = fixmul(sphere_rad,sphere_rad);
612 //$$//@@ shorten = fix_sqrt(rad2 - dist2);
613 //$$//@@ int_dist = fix_sqrt(mag_w2 - dist2) - shorten;
615 //$$ int_dist = get_sphere_int_dist(&w,dist,sphere_rad);
617 //$$if (labs(int_dist) > mag_d) //I don't know why this would happen
618 //$$ if (int_dist > 0)
623 //$$ k = fixdiv(int_dist,mag_d);
625 //$$// vm_vec_scale(&d,k); //vec from p0 to intersection point
626 //$$// vm_vec_add(intp,p0,&d); //intersection point
627 //$$ vm_vec_scale_add(intp,p0,&d,k); //calc new intersection point
629 //$$ return int_dist;
632 //$$ return 0; //no intersection
636 //determine if a vector intersects with an object
637 //if no intersects, returns 0, else fills in intp and returns dist
638 fix check_vector_to_object(vms_vector *intp,vms_vector *p0,vms_vector *p1,fix rad,object *obj,object *otherobj)
640 fix size = obj->size;
642 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].attack_type)
645 //if obj is player, and bumping into other player or a weapon of another coop player, reduce radius
646 if (obj->type == OBJ_PLAYER &&
647 ((otherobj->type == OBJ_PLAYER) ||
648 ((Game_mode&GM_MULTI_COOP) && otherobj->type == OBJ_WEAPON && otherobj->ctype.laser_info.parent_type == OBJ_PLAYER)))
651 return check_vector_to_sphere_1(intp,p0,p1,&obj->pos,size+rad);
656 #define MAX_SEGS_VISITED 100
658 short segs_visited[MAX_SEGS_VISITED];
662 //these vars are used to pass vars from fvi_sub() to find_vector_intersection()
663 int fvi_hit_object; // object number of object hit in last find_vector_intersection call.
664 int fvi_hit_seg; // what segment the hit point is in
665 int fvi_hit_side; // what side was hit
666 int fvi_hit_side_seg;// what seg the hitside is in
667 vms_vector wall_norm; //ptr to surface normal of hit wall
668 int fvi_hit_seg2; // what segment the hit point is in
670 int fvi_sub(vms_vector *intp,int *ints,vms_vector *p0,int startseg,vms_vector *p1,fix rad,short thisobjnum,int *ignore_obj_list,int flags,int *seglist,int *n_segs,int entry_seg);
672 //What the hell is fvi_hit_seg for???
674 //Find out if a vector intersects with anything.
675 //Fills in hit_data, an fvi_info structure (see header file).
677 // p0 & startseg describe the start of the vector
678 // p1 the end of the vector
679 // rad the radius of the cylinder
680 // thisobjnum used to prevent an object with colliding with itself
681 // ingore_obj ignore collisions with this object
682 // check_obj_flag determines whether collisions with objects are checked
683 //Returns the hit_data->hit_type
684 int find_vector_intersection(fvi_query *fq,fvi_info *hit_data)
686 int hit_type,hit_seg,hit_seg2;
690 Assert(fq->ignore_obj_list != (int *)(-1));
691 Assert((fq->startseg <= Highest_segment_index) && (fq->startseg >= 0));
698 //check to make sure start point is in seg its supposed to be in
699 //Assert(check_point_in_seg(p0,startseg,0).centermask==0); //start point not in seg
701 // Viewer is not in segment as claimed, so say there is no hit.
702 if(!(get_seg_masks(fq->p0,fq->startseg,0).centermask==0)) {
704 hit_data->hit_type = HIT_BAD_P0;
705 hit_data->hit_pnt = *fq->p0;
706 hit_data->hit_seg = fq->startseg;
707 hit_data->hit_side = hit_data->hit_object = 0;
708 hit_data->hit_side_seg = -1;
710 return hit_data->hit_type;
713 segs_visited[0] = fq->startseg;
719 hit_seg2 = fvi_hit_seg2 = -1;
721 hit_type = fvi_sub(&hit_pnt,&hit_seg2,fq->p0,fq->startseg,fq->p1,fq->rad,fq->thisobjnum,fq->ignore_obj_list,fq->flags,hit_data->seglist,&hit_data->n_segs,-2);
722 //!!hit_seg = find_point_seg(&hit_pnt,fq->startseg);
723 if (hit_seg2!=-1 && !get_seg_masks(&hit_pnt,hit_seg2,0).centermask)
726 hit_seg = find_point_seg(&hit_pnt,fq->startseg);
728 //MATT: TAKE OUT THIS HACK AND FIX THE BUGS!
729 if (hit_type == HIT_WALL && hit_seg==-1)
730 if (fvi_hit_seg2!=-1 && get_seg_masks(&hit_pnt,fvi_hit_seg2,0).centermask==0)
731 hit_seg = fvi_hit_seg2;
736 vms_vector new_hit_pnt;
738 //because of code that deal with object with non-zero radius has
739 //problems, try using zero radius and see if we hit a wall
741 new_hit_type = fvi_sub(&new_hit_pnt,&new_hit_seg2,fq->p0,fq->startseg,fq->p1,0,fq->thisobjnum,fq->ignore_obj_list,fq->flags,hit_data->seglist,&hit_data->n_segs,-2);
743 if (new_hit_seg2 != -1) {
744 hit_seg = new_hit_seg2;
745 hit_pnt = new_hit_pnt;
750 if (hit_seg!=-1 && fq->flags&FQ_GET_SEGLIST)
751 if (hit_seg != hit_data->seglist[hit_data->n_segs-1] && hit_data->n_segs<MAX_FVI_SEGS-1)
752 hit_data->seglist[hit_data->n_segs++] = hit_seg;
754 if (hit_seg!=-1 && fq->flags&FQ_GET_SEGLIST)
755 for (i=0;i<hit_data->n_segs && i<MAX_FVI_SEGS-1;i++)
756 if (hit_data->seglist[i] == hit_seg) {
757 hit_data->n_segs = i+1;
761 //I'm sorry to say that sometimes the seglist isn't correct. I did my
765 //{ //verify hit list
769 // Assert(hit_data->seglist[0] == startseg);
771 // for (i=0;i<hit_data->n_segs-1;i++) {
772 // for (ch=0;ch<6;ch++)
773 // if (Segments[hit_data->seglist[i]].children[ch] == hit_data->seglist[i+1])
778 // Assert(hit_data->seglist[hit_data->n_segs-1] == hit_seg);
782 //MATT: PUT THESE ASSERTS BACK IN AND FIX THE BUGS!
783 //!! Assert(hit_seg!=-1);
784 //!! Assert(!((hit_type==HIT_WALL) && (hit_seg == -1)));
785 //When this assert happens, get Matt. Matt: Look at hit_seg2 &
786 //fvi_hit_seg. At least one of these should be set. Why didn't
787 //find_new_seg() find something?
789 // Assert(fvi_hit_seg==-1 || fvi_hit_seg == hit_seg);
791 Assert(!(hit_type==HIT_OBJECT && fvi_hit_object==-1));
793 hit_data->hit_type = hit_type;
794 hit_data->hit_pnt = hit_pnt;
795 hit_data->hit_seg = hit_seg;
796 hit_data->hit_side = fvi_hit_side; //looks at global
797 hit_data->hit_side_seg = fvi_hit_side_seg; //looks at global
798 hit_data->hit_object = fvi_hit_object; //looks at global
799 hit_data->hit_wallnorm = wall_norm; //looks at global
801 // if(hit_seg!=-1 && get_seg_masks(&hit_data->hit_pnt,hit_data->hit_seg,0).centermask!=0)
808 //--unused-- fix check_dist(vms_vector *v0,vms_vector *v1)
810 //--unused-- return vm_vec_dist(v0,v1);
813 int obj_in_list(int objnum,int *obj_list)
817 while ((t=*obj_list)!=-1 && t!=objnum) obj_list++;
823 int check_trans_wall(vms_vector *pnt,segment *seg,int sidenum,int facenum);
825 int fvi_sub(vms_vector *intp,int *ints,vms_vector *p0,int startseg,vms_vector *p1,fix rad,short thisobjnum,int *ignore_obj_list,int flags,int *seglist,int *n_segs,int entry_seg)
827 segment *seg; //the segment we're looking at
828 int startmask,endmask; //mask of faces
829 //@@int sidemask; //mask of sides - can be on back of face but not side
830 int centermask; //where the center point is
833 vms_vector hit_point,closest_hit_point; //where we hit
834 fix d,closest_d=0x7fffffff; //distance to hit point
835 int hit_type=HIT_NONE; //what sort of hit
838 int hit_none_n_segs=0;
839 int hit_none_seglist[MAX_FVI_SEGS];
840 int cur_nest_level = fvi_nest_count;
842 //fvi_hit_object = -1;
844 if (flags&FQ_GET_SEGLIST)
848 seg = &Segments[startseg];
852 //first, see if vector hit any objects in this segment
853 if (flags & FQ_CHECK_OBJS)
854 for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
855 if ( !(Objects[objnum].flags & OF_SHOULD_BE_DEAD) &&
856 !(thisobjnum == objnum ) &&
857 (ignore_obj_list==NULL || !obj_in_list(objnum,ignore_obj_list)) &&
858 !laser_are_related( objnum, thisobjnum ) &&
859 !((thisobjnum > -1) &&
860 (CollisionResult[Objects[thisobjnum].type][Objects[objnum].type] == RESULT_NOTHING ) &&
861 (CollisionResult[Objects[objnum].type][Objects[thisobjnum].type] == RESULT_NOTHING ))) {
862 int fudged_rad = rad;
864 // If this is a powerup, don't do collision if flag FQ_IGNORE_POWERUPS is set
865 if (Objects[objnum].type == OBJ_POWERUP)
866 if (flags & FQ_IGNORE_POWERUPS)
869 // If this is a robot:robot collision, only do it if both of them have attack_type != 0 (eg, green guy)
870 if (Objects[thisobjnum].type == OBJ_ROBOT)
871 if (Objects[objnum].type == OBJ_ROBOT)
872 // -- MK: 11/18/95, 4claws glomming together...this is easy. -- if (!(Robot_info[Objects[objnum].id].attack_type && Robot_info[Objects[thisobjnum].id].attack_type))
875 if (Objects[thisobjnum].type == OBJ_ROBOT && Robot_info[Objects[thisobjnum].id].attack_type)
876 fudged_rad = (rad*3)/4;
878 //if obj is player, and bumping into other player or a weapon of another coop player, reduce radius
879 if (Objects[thisobjnum].type == OBJ_PLAYER &&
880 ((Objects[objnum].type == OBJ_PLAYER) ||
881 ((Game_mode&GM_MULTI_COOP) && Objects[objnum].type == OBJ_WEAPON && Objects[objnum].ctype.laser_info.parent_type == OBJ_PLAYER)))
882 fudged_rad = rad/2; //(rad*3)/4;
884 d = check_vector_to_object(&hit_point,p0,p1,fudged_rad,&Objects[objnum],&Objects[thisobjnum]);
886 if (d) //we have intersection
888 fvi_hit_object = objnum;
889 Assert(fvi_hit_object!=-1);
891 closest_hit_point = hit_point;
896 if ( (thisobjnum > -1 ) && (CollisionResult[Objects[thisobjnum].type][OBJ_WALL] == RESULT_NOTHING ) )
897 rad = 0; //HACK - ignore when edges hit walls
899 //now, check segment walls
901 startmask = get_seg_masks(p0,startseg,rad).facemask;
903 masks = get_seg_masks(p1,startseg,rad); //on back of which faces?
904 endmask = masks.facemask;
905 //@@sidemask = masks.sidemask;
906 centermask = masks.centermask;
908 if (centermask==0) hit_none_seg = startseg;
910 if (endmask != 0) { //on the back of at least one face
914 //for each face we are on the back of, check if intersected
916 for (side=0,bit=1;side<6 && endmask>=bit;side++) {
918 num_faces = get_num_faces(&seg->sides[side]);
923 // commented out by mk on 02/13/94:: if ((num_faces=seg->sides[side].num_faces)==0) num_faces=1;
925 for (face=0;face<2;face++,bit<<=1) {
927 if (endmask & bit) { //on the back of this face
928 int face_hit_type; //in what way did we hit the face?
931 if (seg->children[side] == entry_seg)
932 continue; //don't go back through entry side
934 //did we go through this wall/door?
936 //#ifdef NEW_FVI_STUFF
937 if (startmask & bit) //start was also though. Do extra check
938 face_hit_type = special_check_line_to_face( &hit_point,
941 ((num_faces==1)?4:3),rad);
944 //NOTE LINK TO ABOVE!!
945 face_hit_type = check_line_to_face( &hit_point,
948 ((num_faces==1)?4:3),rad);
951 if (face_hit_type) { //through this wall/door
954 //if what we have hit is a door, check the adjoining seg
956 if ( (thisobjnum == Players[Player_num].objnum) && (Physics_cheat_flag==0xBADA55) ) {
957 wid_flag = WALL_IS_DOORWAY(seg, side);
958 if (seg->children[side] >= 0 )
959 wid_flag |= WID_FLY_FLAG;
961 wid_flag = WALL_IS_DOORWAY(seg, side);
964 if ((wid_flag & WID_FLY_FLAG) ||
965 (((wid_flag & WID_RENDER_FLAG) && (wid_flag & WID_RENDPAST_FLAG)) &&
966 ((flags & FQ_TRANSWALL) || (flags & FQ_TRANSPOINT && check_trans_wall(&hit_point,seg,side,face))))) {
969 vms_vector sub_hit_point;
970 int sub_hit_type,sub_hit_seg;
971 vms_vector save_wall_norm = wall_norm;
972 int save_hit_objnum=fvi_hit_object;
975 //do the check recursively on the next seg.
977 newsegnum = seg->children[side];
979 for (i=0;i<n_segs_visited && newsegnum!=segs_visited[i];i++);
981 if (i==n_segs_visited) { //haven't visited here yet
982 int temp_seglist[MAX_FVI_SEGS],temp_n_segs;
984 segs_visited[n_segs_visited++] = newsegnum;
986 if (n_segs_visited >= MAX_SEGS_VISITED)
987 goto quit_looking; //we've looked a long time, so give up
989 sub_hit_type = fvi_sub(&sub_hit_point,&sub_hit_seg,p0,newsegnum,p1,rad,thisobjnum,ignore_obj_list,flags,temp_seglist,&temp_n_segs,startseg);
991 if (sub_hit_type != HIT_NONE) {
993 d = vm_vec_dist(&sub_hit_point,p0);
998 closest_hit_point = sub_hit_point;
999 hit_type = sub_hit_type;
1000 if (sub_hit_seg!=-1) hit_seg = sub_hit_seg;
1003 if (flags&FQ_GET_SEGLIST) {
1005 for (ii=0;i<temp_n_segs && *n_segs<MAX_FVI_SEGS-1;)
1006 seglist[(*n_segs)++] = temp_seglist[ii++];
1009 Assert(*n_segs < MAX_FVI_SEGS);
1012 wall_norm = save_wall_norm; //global could be trashed
1013 fvi_hit_object = save_hit_objnum;
1018 wall_norm = save_wall_norm; //global could be trashed
1019 if (sub_hit_seg!=-1) hit_none_seg = sub_hit_seg;
1021 if (flags&FQ_GET_SEGLIST) {
1023 for (ii=0;ii<temp_n_segs && ii<MAX_FVI_SEGS-1;ii++)
1024 hit_none_seglist[ii] = temp_seglist[ii];
1026 hit_none_n_segs = temp_n_segs;
1032 //is this the closest hit?
1034 d = vm_vec_dist(&hit_point,p0);
1036 if (d < closest_d) {
1038 closest_hit_point = hit_point;
1039 hit_type = HIT_WALL;
1042 get_side_normal(seg, side, face, &wall_norm );
1044 wall_norm = seg->sides[side].normals[face];
1048 if (get_seg_masks(&hit_point,startseg,rad).centermask==0)
1049 hit_seg = startseg; //hit in this segment
1051 fvi_hit_seg2 = startseg;
1054 //@@ mprintf( 0, "Warning on line 991 in physics.c\n" );
1055 //@@ hit_seg = startseg; //hit in this segment
1059 fvi_hit_seg = hit_seg;
1060 fvi_hit_side = side;
1061 fvi_hit_side_seg = startseg;
1071 // Assert(centermask==0 || hit_seg!=startseg);
1073 // Assert(sidemask==0); //Error("Didn't find side we went though");
1078 if (hit_type == HIT_NONE) { //didn't hit anything, return end point
1082 *ints = hit_none_seg;
1083 //MATT: MUST FIX THIS!!!!
1084 //Assert(!centermask);
1086 if (hit_none_seg!=-1) { ///(centermask == 0)
1087 if (flags&FQ_GET_SEGLIST)
1089 for (i=0;i<hit_none_n_segs && *n_segs<MAX_FVI_SEGS-1;)
1090 seglist[(*n_segs)++] = hit_none_seglist[i++];
1093 if (cur_nest_level!=0)
1098 *intp = closest_hit_point;
1100 if (fvi_hit_seg2 != -1)
1101 *ints = fvi_hit_seg2;
1103 *ints = hit_none_seg;
1108 Assert(!(hit_type==HIT_OBJECT && fvi_hit_object==-1));
1115 //--unused-- //compute the magnitude of a 2d vector
1116 //--unused-- fix mag2d(vec2d *v);
1117 //--unused-- #pragma aux mag2d parm [esi] value [eax] modify exact [eax ebx ecx edx] = \
1118 //--unused-- "mov eax,[esi]" \
1119 //--unused-- "imul eax" \
1120 //--unused-- "mov ebx,eax" \
1121 //--unused-- "mov ecx,edx" \
1122 //--unused-- "mov eax,4[esi]" \
1123 //--unused-- "imul eax" \
1124 //--unused-- "add eax,ebx" \
1125 //--unused-- "adc edx,ecx" \
1126 //--unused-- "call quad_sqrt";
1129 //--unused-- //returns mag
1130 //--unused-- fix normalize_2d(vec2d *v)
1132 //--unused-- fix mag;
1134 //--unused-- mag = mag2d(v);
1136 //--unused-- v->i = fixdiv(v->i,mag);
1137 //--unused-- v->j = fixdiv(v->j,mag);
1139 //--unused-- return mag;
1142 #include "textures.h"
1143 #include "texmerge.h"
1145 #define cross(v0,v1) (fixmul((v0)->i,(v1)->j) - fixmul((v0)->j,(v1)->i))
1147 //finds the uv coords of the given point on the given seg & side
1148 //fills in u & v. if l is non-NULL fills it in also
1149 void find_hitpoint_uv(fix *u,fix *v,fix *l,vms_vector *pnt,segment *seg,int sidenum,int facenum)
1151 vms_vector_array *pnt_array;
1152 vms_vector_array normal_array;
1153 int segnum = seg-Segments;
1156 side *side = &seg->sides[sidenum];
1157 int vertex_list[6],vertnum_list[6];
1158 vec2d p1,vec0,vec1,checkp; //@@,checkv;
1163 //mprintf(0,"\ncheck_trans_wall vec=%x,%x,%x\n",pnt->x,pnt->y,pnt->z);
1165 //do lasers pass through illusory walls?
1167 //when do I return 0 & 1 for non-transparent walls?
1169 if (segnum < 0 || segnum > Highest_segment_index) {
1170 mprintf((0,"Bad segnum (%d) in find_hitpoint_uv()\n",segnum));
1176 Error("segnum == -1 in find_hitpoint_uv()");
1178 create_abs_vertex_lists(&num_faces,vertex_list,segnum,sidenum);
1179 create_all_vertnum_lists(&num_faces,vertnum_list,segnum,sidenum);
1181 //now the hard work.
1183 //1. find what plane to project this wall onto to make it a 2d case
1186 get_side_normal(seg, sidenum, facenum, (vms_vector *)&normal_array );
1188 memcpy( &normal_array, &side->normals[facenum], sizeof(vms_vector_array) );
1192 if (abs(normal_array.xyz[1]) > abs(normal_array.xyz[biggest])) biggest = 1;
1193 if (abs(normal_array.xyz[2]) > abs(normal_array.xyz[biggest])) biggest = 2;
1195 if (biggest == 0) ii=1; else ii=0;
1196 if (biggest == 2) jj=1; else jj=2;
1198 //2. compute u,v of intersection point
1201 pnt_array = (vms_vector_array *)&Vertices[vertex_list[facenum*3+1]];
1202 p1.i = pnt_array->xyz[ii];
1203 p1.j = pnt_array->xyz[jj];
1205 pnt_array = (vms_vector_array *)&Vertices[vertex_list[facenum*3+0]];
1206 vec0.i = pnt_array->xyz[ii] - p1.i;
1207 vec0.j = pnt_array->xyz[jj] - p1.j;
1210 pnt_array = (vms_vector_array *)&Vertices[vertex_list[facenum*3+2]];
1211 vec1.i = pnt_array->xyz[ii] - p1.i;
1212 vec1.j = pnt_array->xyz[jj] - p1.j;
1214 //vec from 1 -> checkpoint
1215 pnt_array = (vms_vector_array *)pnt;
1216 checkp.i = pnt_array->xyz[ii];
1217 checkp.j = pnt_array->xyz[jj];
1219 //@@checkv.i = checkp.i - p1.i;
1220 //@@checkv.j = checkp.j - p1.j;
1222 //mprintf(0," vec0 = %x,%x ",vec0.i,vec0.j);
1223 //mprintf(0," vec1 = %x,%x ",vec1.i,vec1.j);
1224 //mprintf(0," checkv = %x,%x\n",checkv.i,checkv.j);
1226 k1 = -fixdiv(cross(&checkp,&vec0) + cross(&vec0,&p1),cross(&vec0,&vec1));
1227 if (abs(vec0.i) > abs(vec0.j))
1228 k0 = fixdiv(fixmul(-k1,vec1.i) + checkp.i - p1.i,vec0.i);
1230 k0 = fixdiv(fixmul(-k1,vec1.j) + checkp.j - p1.j,vec0.j);
1232 //mprintf(0," k0,k1 = %x,%x\n",k0,k1);
1235 uvls[i] = side->uvls[vertnum_list[facenum*3+i]];
1237 *u = uvls[1].u + fixmul( k0,uvls[0].u - uvls[1].u) + fixmul(k1,uvls[2].u - uvls[1].u);
1238 *v = uvls[1].v + fixmul( k0,uvls[0].v - uvls[1].v) + fixmul(k1,uvls[2].v - uvls[1].v);
1241 *l = uvls[1].l + fixmul( k0,uvls[0].l - uvls[1].l) + fixmul(k1,uvls[2].l - uvls[1].l);
1243 //mprintf(0," u,v = %x,%x\n",*u,*v);
1246 //check if a particular point on a wall is a transparent pixel
1247 //returns 1 if can pass though the wall, else 0
1248 int check_trans_wall(vms_vector *pnt,segment *seg,int sidenum,int facenum)
1251 side *side = &seg->sides[sidenum];
1255 // Assert(WALL_IS_DOORWAY(seg,sidenum) == WID_TRANSPARENT_WALL);
1257 find_hitpoint_uv(&u,&v,NULL,pnt,seg,sidenum,facenum); // Don't compute light value.
1259 if (side->tmap_num2 != 0) {
1260 bm = texmerge_get_cached_bitmap( side->tmap_num, side->tmap_num2 );
1262 bm = &GameBitmaps[Textures[side->tmap_num].index];
1263 PIGGY_PAGE_IN( Textures[side->tmap_num] );
1266 if (bm->bm_flags & BM_FLAG_RLE)
1267 bm = rle_expand_texture(bm);
1269 bmx = ((unsigned) f2i(u*bm->bm_w)) % bm->bm_w;
1270 bmy = ((unsigned) f2i(v*bm->bm_h)) % bm->bm_h;
1272 //note: the line above had -v, but that was wrong, so I changed it. if
1273 //something doesn't work, and you want to make it negative again, you
1274 //should figure out what's going on.
1276 //mprintf(0," bmx,y = %d,%d, color=%x\n",bmx,bmy,bm->bm_data[bmy*64+bmx]);
1278 return (bm->bm_data[bmy*bm->bm_w+bmx] == TRANSPARENCY_COLOR);
1281 //new function for Mike
1282 //note: n_segs_visited must be set to zero before this is called
1283 int sphere_intersects_wall(vms_vector *pnt,int segnum,fix rad)
1288 segs_visited[n_segs_visited++] = segnum;
1290 facemask = get_seg_masks(pnt,segnum,rad).facemask;
1292 seg = &Segments[segnum];
1294 if (facemask != 0) { //on the back of at least one face
1298 //for each face we are on the back of, check if intersected
1300 for (side=0,bit=1;side<6 && facemask>=bit;side++) {
1302 for (face=0;face<2;face++,bit<<=1) {
1304 if (facemask & bit) { //on the back of this face
1305 int face_hit_type; //in what way did we hit the face?
1306 int num_faces,vertex_list[6];
1308 //did we go through this wall/door?
1310 if ((seg-Segments)==-1)
1311 Error("segnum == -1 in sphere_intersects_wall()");
1313 create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side);
1315 face_hit_type = check_sphere_to_face( pnt,&seg->sides[side],
1316 face,((num_faces==1)?4:3),rad,vertex_list);
1318 if (face_hit_type) { //through this wall/door
1321 //if what we have hit is a door, check the adjoining seg
1323 child = seg->children[side];
1325 for (i=0;i<n_segs_visited && child!=segs_visited[i];i++);
1327 if (i==n_segs_visited) { //haven't visited here yet
1329 if (!IS_CHILD(child))
1333 if (sphere_intersects_wall(pnt,child,rad))
1346 //Returns true if the object is through any walls
1347 int object_intersects_wall(object *objp)
1351 return sphere_intersects_wall(&objp->pos,objp->segnum,objp->size);